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Weapon Skills
posté January 13, 2012, 23:04:02 | #1
Weapon Skills Hello folks.

I hate myself, ideas keep coming to my mind and I always spend lots of seconds here writing stuff, which I doubt Ankama will even notice! ANYWAYS, there we go again. This one is about weapons.


Fighting With Weapons - DOFUS



I've played DOFUS for a long time and what I noticed about weapons there is that they're a must. Most classes lack close combat spells exactly to offer close combat weapons a chance, in fact, that is the reason why bows and wands aren't very used on Dofus - having a weapon, means having a close combat weapon. The skills will increase the damage that your weapons do by 35% during a short duration.

Implementing such a system to Wakfu would be very very risky, since there we actually need to use our spells to increase their level.

Fighting With Weapons - WAKFU

Wakfu weapons have not the same purpose as in Dofus. They're useful if you want to level a single spell or to reduce your class limitations. Adding the skill system to this game would unbalance most classes and spells. However, since spells only have one hundred levels, it would be much more wise if such feature was enabled only at level 100, extending the game-play to 200 levels! Adding new movements, new ways of doing damage and at same time motivating people to level, differently from Dofus, where you have no new spells between level 100 and 199.

The big problem there is, there are two ways of adding skills: restricting them to a class main weapon or diversifying the abilities. The first one will force people to use specific weapons, therefore it will be easy enough to add such feature. The second one will make the game more complex and give a wide variety of abilities, therefore it will be difficult to be added.

Despite of being difficult, my suggestion will be based on second possibility. The game maximum level now is 100, giving Ankama enough time to create something - better than we have in Dofus - for epic levels.

The Weapon Mastery

After reaching level 100 the weapon window will be enabled. This window has three empty slots, in order to fill them you will have to train with a training weapon that can be crafted by a smith.

Filling a slot means permanently mastering a weapon skill. You can learn up to three skills only and each skill will have it's bonuses and abilities. The weapon skill slots are not going to be flexible in order to bring diversity.

Training Weapons:

Training Shovel, Training Hammer, Training Wand, Training Cards, Training Staff, Training One-Handed Sword, Training Two-Handed Sword, Training Bow and Training Daggers.

When you equip them, then next step is start a fight against a Pouch Ingball. This monster has 3000 HP and does nothing, it's a punching bag. Each weapon hits 20 (fixed) and costs 2 AP. Needs level 100 to be used.

Weapon Mastery:

There are two types of mastery:

- Main Weapon Mastery: filled with skills designed for this class.
- Weapon Mastery: filled with skills common for any class.

The Skill Points

After reaching level 100 you will gain 1 skill point for each weapon mastery everytime you level. Those points can be used to level your active skills. Each active skill has 10 levels. I only suggested 3 spells so, it should take 130 levels to max them all, it should be more restricted but I do not have time for it now. It's easy enough by adding more points needed to maximize a spell, like the actual support spells.


Active Skills: active skills are movements that can only be used when you are wearing the right type of weapon. Their damage is based on your weapon's damage. They can only be leveled with Skill Points. There are only 3 Active Skills that are learned right after acquiring a mastery.

Passive Skills: passive skills improve the base damage of the weapon you are carrying. The more you use a weapon, higher is the passive skill level.


Examples

Note: the damage dealt by a skill is based on a % of the weapon's damage. If someone does 200 damage with a weapon and a skill says 20%, it means that this skill does 20% of 200 (40).



  • Shovel Skill (Enutrof):
  1. Passive Skill: +0.5% base damage to Shovels per skill level.
  2. Boomerang Shovel: deals long ranged damage for 5 AP cost, 6 to 8 range. Damage: 60% (0), 90%(10). Single target.
  3. For all my bloody Kamas: deals high close combat damage for 7 AP, 1WP cost. Damage: 120%(0), 220%(10). Single target. 5%(0), 15%(10) chance of adding Stunned State.
  4. Let Me Pass: deals damage and pushes a target by 1 square for 6 AP. Damage: 60%(0), 100%(10). Area of Effect: diagonal of size 1.
    • Shovel Skill (Others)
    1. Passive Skill: +0.5% base damage to Shovels per skill level.
    2. Shovel Strike: deals close combat damage to a single target for 7 AP cost. Damage: 110%(0), 180%(10).
    3. Shovel Rush: deals damage and pushes targets by 1 square, 6 AP cost. Damage: 50% (0), 95%(10). Same are of effect as direct attack.
    4. Shovel Slash: deals less damage for lower AP cost (3 ap cost). Damage: 20%(0), 50%(10).


      One Handed Sword Skill (Iops)
    1. Passive Skill: +0.5% base damage to One-Handed Swords per skill level.
    2. Brainless Cut: deals high damage for a cost of 5 AP and 2 WP. 200%(1), 350%(10). Single target.
    3. Delay Rush: teleports the iop to the opposite side, the target receives the damage in the beginning of it's turn. Costs 4 AP and 2 MP. 120% (0), 160%(10).
    4. Iop Mixer: deals damage to adjacent targets for 3 AP and 3 MP cost. 40% (1), 70%(10).




    • One Handed Sword (Rogue)
    1. Passive Skill: +0.5% base damage to One-Handed Swords per skill level.
    2. Destroyer: deals high damage in a linear area of effect. Activates bombs in the area of effect with a damage bonus. Costs 7 AP. 110% damage, 2 squares linear, +5% bomb damage (0), 160% damage, 6 squares, +25% bomb damage (linear).
    3. Rush: the Rogue runs, swings the sword, jumps in a mortal and shoots the target. Finishing the turn in the same square. Costs 5 AP and 2 MP. Damage: 80% (Swing) and 20% (Shot) (0), 120% (Swing) and 60%(Shot) (10). The spell has a fixed range of 4 to 4.
    4. Double Slash: deals double damage for 5 AP. Damage: 2x35%(0), 2x65%(10)


    • One Handed Sword (others)
    1. Passive Skill: +0.5% base damage to One Handed Swords per skill level.
    2. Cheap Cut: deals low damage for 2 AP and 1 MP cost. Damage: 20%(0), 35%(10). 1 cast per turn.
    3. Sword Throwing: this spell can only be cast once per fight since you ''lose'' your sword after using it. However, you'll still have it when the fight finishes. Costs 5 AP and has a fixed range of 4 to 6 (linear). Damage: 110% (0), 160%(10).
    4. Slasher: costs 6 AP and does area of effect damage (staff-like). Damage: 70%(0), 90%(10).

    • Two Handed Sword (sacrier)
    1. Passive Skill: +0.5% base damage to Two Handed Swords per skill level.
    2. Final Strike: deals extremely high damage that consumes all AP, MP,Angrr and WP. Damage: 1% per AP/MP plus 1% per Angrr (0), 15% per AP/MP plus 2% per Angrr. Example: level 10 skill, sacrier uses it with 100 Angrr, 9 AP and 4 MP left. The damage will be 410% of weapon's damage.
    3. Hammer Sword: deals damage and has a high chance of stunning the target. Costs 6 AP and 1 WP. Damage: 80%(0), 110%(10). Stun: 10%(0) 30%(10).
    4. Bloody Sword: deals damage based on angrr, 7 AP. Damage: 1% per Angrr (0) 3% per Angrr (10). Well, those are just examples. The general idea already has been suggested



  • This post has been edited by Arthropoda - January 13, 2012, 23:08:17.